Add raining effect of cubes
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parent
6d43f30c09
commit
1852cf3a7f
1 changed files with 92 additions and 87 deletions
139
main.odin
139
main.odin
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@ -32,7 +32,8 @@ Globals :: struct {
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physics_system: ^ecs.PhysicsSystem,
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camera_system: ^ecs.CameraSystem,
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render_system: ^ecs.RenderSystem,
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entities: []ecs.EntityID,
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time_since_cube: f32,
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}
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g: ^Globals
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@ -49,7 +50,7 @@ main :: proc() {
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default_context = context
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sa.run({
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window_title = "ECS",
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window_title = "ECS Test",
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allocator = sa.Allocator(sh.allocator(&default_context)),
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logger = sa.Logger(sh.logger(&default_context)),
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@ -78,6 +79,12 @@ frame_cb:: proc "c" () {
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dt := f32(sa.frame_duration())
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g.time_since_cube += dt
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if g.time_since_cube >= 0.2 {
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create_cube()
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g.time_since_cube = 0
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}
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ecs.physics_system_update(g.physics_system, &g.coordinator, dt)
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ecs.camera_system_update(g.camera_system, &g.coordinator, dt)
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ecs.render_system_update(g.render_system, &g.coordinator, dt)
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@ -90,7 +97,6 @@ cleanup_cb :: proc "c" () {
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ecs.render_system_delete(g.render_system, &g.coordinator)
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delete(g.entities)
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ecs.coordinator_destroy(&g.coordinator)
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free(g)
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}
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@ -101,6 +107,65 @@ event_cb :: proc "c" (event: ^sa.Event) {
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ecs.input_system_update(g.input_system, &g.coordinator, event)
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}
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create_cube :: proc() {
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entity := ecs.coordinator_create_entity(&g.coordinator)
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ecs.coordinator_add_component(
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ecs.GravityComponent,
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&g.coordinator,
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entity,
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ecs.GravityComponent{
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ecs.Vec3{ 0.0, -2.5, 0.0 }
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})
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ecs.coordinator_add_component(
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ecs.RigidBodyComponent,
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&g.coordinator,
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entity,
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ecs.RigidBodyComponent{
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velocity = ecs.Vec3{ 0.0, 0.0, 0.0 },
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acceleration = ecs.Vec3{ 0.0, 0.0, 0.0 },
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})
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ecs.coordinator_add_component(
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ecs.TransformComponent,
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&g.coordinator,
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entity,
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ecs.TransformComponent{
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position = Vec3{
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f32(rand.int_max(50)),
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10,
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f32(rand.int_max(50)),
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},
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rotation = ecs.Vec3{0.0, 0.0, 0.0},
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scale = ecs.Vec3{1.0, 1.0, 1.0},
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})
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ecs.coordinator_add_component(
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ecs.ColorComponent,
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&g.coordinator,
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entity,
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ecs.ColorComponent{
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color = Vec4{
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rand.float32_uniform(0,1),
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rand.float32_uniform(0,1),
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rand.float32_uniform(0,1),
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rand.float32_uniform(0,1),
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},
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})
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ecs.coordinator_add_component(
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ecs.MeshComponent,
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&g.coordinator,
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entity,
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ecs.MeshComponent{
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mesh_id = .Cube
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})
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ecs.coordinator_add_component(
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ecs.MaterialComponent,
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&g.coordinator,
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entity,
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ecs.MaterialComponent{
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material_id = .Grid
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})
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}
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create_scene :: proc() {
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ecs.coordinator_register_component(ecs.GravityComponent, &g.coordinator)
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ecs.coordinator_register_component(ecs.RigidBodyComponent, &g.coordinator)
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@ -137,11 +202,11 @@ create_scene :: proc() {
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ecs.signature_set(&signature, ecs.coordinator_get_component_type(ecs.InputComponent, &g.coordinator))
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ecs.coordinator_set_system_signature(ecs.InputSystem, &g.coordinator, signature)
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camera_entity := ecs.coordinator_create_entity(&g.coordinator)
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user_entity := ecs.coordinator_create_entity(&g.coordinator)
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ecs.coordinator_add_component(
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ecs.CameraComponent,
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&g.coordinator,
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camera_entity,
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user_entity,
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ecs.CameraComponent{
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position = { 30, 0, 60 },
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target = { 0, 0, 1 },
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@ -154,73 +219,13 @@ create_scene :: proc() {
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ecs.coordinator_add_component(
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ecs.InputComponent,
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&g.coordinator,
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camera_entity,
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user_entity,
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ecs.InputComponent{
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key_down = {},
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mouse_movement = Vec2{ 0, 0 }
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})
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ecs.render_system_init(g.render_system, camera_entity)
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g.entities = make([]ecs.EntityID, 1000)
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for &entity in g.entities {
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entity = ecs.coordinator_create_entity(&g.coordinator)
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ecs.coordinator_add_component(
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ecs.GravityComponent,
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&g.coordinator,
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entity,
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ecs.GravityComponent{
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ecs.Vec3{0.0, -2.82, 0.0}
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})
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ecs.coordinator_add_component(
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ecs.RigidBodyComponent,
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&g.coordinator,
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entity,
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ecs.RigidBodyComponent{
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velocity = ecs.Vec3{0.0, 0.0, 0.0},
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acceleration = ecs.Vec3{0.0, 0.0, 0.0},
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})
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ecs.coordinator_add_component(
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ecs.TransformComponent,
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&g.coordinator,
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entity,
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ecs.TransformComponent{
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position = Vec3{
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f32(rand.int_max(50)),
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f32(rand.int_max(10)),
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f32(rand.int_max(50)),
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},
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rotation = ecs.Vec3{0.0, 0.0, 0.0},
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scale = ecs.Vec3{1.0, 1.0, 1.0},
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})
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ecs.coordinator_add_component(
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ecs.ColorComponent,
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&g.coordinator,
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entity,
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ecs.ColorComponent{
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color = Vec4{
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rand.float32_uniform(0,1),
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rand.float32_uniform(0,1),
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rand.float32_uniform(0,1),
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rand.float32_uniform(0,1),
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},
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})
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ecs.coordinator_add_component(
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ecs.MeshComponent,
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&g.coordinator,
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entity,
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ecs.MeshComponent{
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mesh_id = .Cube
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})
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ecs.coordinator_add_component(
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ecs.MaterialComponent,
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&g.coordinator,
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entity,
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ecs.MaterialComponent{
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material_id = .Grid
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})
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}
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ecs.render_system_init(g.render_system, user_entity)
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}
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reset_tracking_allocator :: proc(track: ^mem.Tracking_Allocator) {
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